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![[Post New]](/s/i/i.gif) 2014/03/13 01:13:55
Subject: Howling Banshees
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Araqiel
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So how would you fix them, give em' grenades for a start and maybe run & assault?
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![[Post New]](/s/i/i.gif) 2014/03/13 01:24:07
Subject: Howling Banshees
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Trustworthy Shas'vre
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Well first step is to define what is broken with them.
Second step is to see if that can be solved through working in combination with any of the existing units in the codex.
Third step, if the solution isn't present is to look for changes to the unit (or a supporting unit) to make them more viable.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/03/13 01:56:50
Subject: Re:Howling Banshees
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Araqiel
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Things wrong with, banshees include: being fragile, lack of ap2 apart from exarch, cant assault through cover.
This is with banshees, they aren't known for throwing grenades into combat so we have to factor in Avaiable wargear to modify, making the banshee count as assault grenades means that they could throw it meaning it would contradict what they do so i suggest ignoring cover for purposes of assault while also reducing int by 5. Str 3 is a real hindrace to the ability of banshees and an ability such as, furious charge would mean that they would be able to wound on 4s and not 5s on most models. ap2 seems to be the most restricting factor but they do have it in the form of the Exarch or at least i hope so! The lack of open topped transports means that they have to either sit in the open for a turn or run across the board, while they have got increased mobility i suggest banshees battle focus may be modified to allow the use of assault after running. Point increase is a possibilty though
hope you managed to read that  , looking forward to your input
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![[Post New]](/s/i/i.gif) 2014/03/13 02:27:37
Subject: Howling Banshees
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Trustworthy Shas'vre
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I don't consider the banshee's particularly fragile (my 'assault' unit is T3 with a 6+ save) but, IIRC, the Banshees get one of the hardest to kill transports in the game. So you only need to protect them for that precious final turn before they strike (by say hiding them behind the transport or some psychic buff or similar).
I do think the banshee scream should have soem effect on the unit being charged. It might not be the same as assault grenades, but it should compensate though charging through cover. Pinning an enemy unit before striking does much the same incidentally. Not sure how much Pinning there is in the Eldar, but anything Barrage or Sniper will help.
AP 2 at initiative just isn't happening on a unit wide basis this edition. On the plus side, if you did get some AP 2 in there, you'll be doing it at initiative 1 anyway, thus solving the issue with charging through difficult terrain. Having it on the Exarch probably is plenty good. Besides, most of the things you have to assault are 3+ or worse, so being able to get through that is really all you need.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/03/13 02:48:19
Subject: Re:Howling Banshees
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Araqiel
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 well fine then, play with your super overpowered tournament winning 'banshees'
thing is that 'precious turn' is when the banshees are so easily killed i mean drive up park 12-6 away any unit will either focus fire and rapid or skit out of range and you will have to change them, assault out of vehicles would solve most problems and the grenade incorparated helms would solve the rest
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![[Post New]](/s/i/i.gif) 2014/03/13 03:34:39
Subject: Howling Banshees
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Gargantuan Gargant
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Probably have the Acrobatic rule allow them to treat any transports they are in as assault vehicles to represent how easily it is for them to gracefully enter into combat. This way they have a way to actually assault their targets without being stuck out in the open for a whole turn or footslog their way there.
Let the Exarch take an Exarch power that gives them furious charge. As said before let the banshee masks let them ignore assaulting into cover debuffs to initiative and problem solved. I do think they should keep their power swords as AP3 though, no need for them to have AP2 attacks when the entire elder army has access to bladestorm.
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![[Post New]](/s/i/i.gif) 2014/03/13 03:36:40
Subject: Howling Banshees
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Screaming Shining Spear
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Change Acrobatic to:
Howling Banshees can charge out of a Wave Serpent that hasn't moved this turn.
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4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) |
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![[Post New]](/s/i/i.gif) 2014/03/13 05:23:17
Subject: Re:Howling Banshees
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!!Goffik Rocker!!
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They're good when face footslogging meq. But you don't see much footslogging 3+ guyz...cause of your own overpowered shooting. That's quite funny actually
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![[Post New]](/s/i/i.gif) 2014/03/13 05:50:37
Subject: Re:Howling Banshees
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Araqiel
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koooaei wrote:They're good when face footslogging meq. But you don't see much footslogging 3+ guyz...cause of your own overpowered shooting. That's quite funny actually
Overpowered... No,no no of course not, what sort of drugs are you on
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